███ Frostmourne Rangers (Chaotic Good) - Once proud nation reduced to a meager standing. The curse which brought back their dead still lingers, with no knowledge of how it came to be in the first place. They fight not only for survival but to also reclaim their land.

███ Frozen Dead (Chaotic Evil) - Systematic denizens of the dead. They do not act without thought or reason, but they are purely evil in their intentions. A force unknown controls them.

███ Ghervid Rangers (Lawful Good) - Ghervid is a small nation and with the recent eruption the Rangers have been formed to investigate the cause.

███ Goblins of Urruk (Lawful Evil) - Goblins with an appetite for gold and other riches. The shining sea to the north has brought them out of their caves to explore an unknown world.

███ Kossites (Lawful Good) - Natives of the desert islands to the south east. More advanced than the Epikoles, but on good terms with each other. Live a rather peaceful life.

███ Legion of Nim (Lawful Evil)- A strong nation where the highborn prey on the weak. Those of low blood are often discarded as nothing more than mere animals. Does not shy from using brute military force to police it's low class citizens.

███ Loxian Empire (Neutral Good) - Don't have much here, thoughts?

███ Makkelvia (True Neutral) - Nation of Tundra dwellers. Life has always been harsh and cold for these people, but it has made them a strong and resilient people.

███ Maldarian Dwarves (Neutral Evil) - Wanting then land and it's rich mines for itself, Maldarian ancestors paid a hefty sum of gold to Cranok ancestors to raise a large chunk of their land. They prefer isolation as they toil away in their mines.

███ Nespia (Lawful Neutral) - Nespians used to be widely known for their fair trade and honest people. However, in recent times something changed in all Nespians and internal strife and warfare has dwindled this once great nation. Travelers who dared venture there, and return, say there was nothing but madness among the people.

███ Orcs of Qashar (Chaotic Good) - Having inhabited and ruled the area for some time, Qashar Orcs have become more tame than their western brothers. They haven't become weak, and often defend against raids from Vadim Orcs.

███ Orcs of Vadim (Chaotic Neutral) - Hailing from distant lands in the west, Vadim Orcs come seeking plunder, but found themselves transfixed on destroying Qashar Orcs, who in their mind have become soft and weak. They are a warring nation.

███ Pinnel Druids (Lawful Good) - Peacekeepers of the land, Pinnel Druids gain their powers from nature and use it to defend their sacred grounds.

███ Rebels of Nim (Neutral Good) - Insurgency within Nim, they seek to free the people and give a better life for them. They have nothing to lose and everything to gain.

███ Shavekia (Lawful Neutral)- Once a part of Varshekia, a strong leader lead their fight to independence. They look to the west for expansion.

███ Stonemen (True Neutral) - Not much is known of the Stonemen. They do not speak, their bodies are hard as rock, their eyes a thoughtful gaze. They share more characteristics with constructs than fellow man. For reasons unknown they carve great stone heads, which always face the nation of Nespia...

███ Varshekia (Lawful Evil) - Recently lost a civil war in which Shavekia broke off from them. They look to expand and reclaim lost land.

███ Water Elementals (True Neutral) - In a land once inhabited and highly regarded for it's beauty, there is naught but Water Elementals. They toil away night and day maintaining the land, though their masters have long gone.

███ Ystol Initiative (Lawful Neutral) - A mercenary company turned government. These men and women of war have set down their sword and shield and picked up their quill and pen. Though, they will not falter in their abilities should they need to fight once again.

███ Zanthia (Lawful Evil) - Many nations can attribute their beginnings to Zanthia. Most recently the Balths, who won their independence from Zanthia. Farther back in time, Nespia shared a similar victory. It is even said that long ago, before the plague that caused The Affliction, that land too was a part of Zanthia. Zanthia has been in a slow but steady decline for centuries, though they are still a strong nation.

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About 500 years ago there was a continent, called Valta, or what the Zanthiants called it, Balth. Zanthians controled more than half of it, the southern and western parts, and the rest was divided among many tribes and principalities. Then, at year 0 A.D.(after demons) volcanos erupted and demons came in to this world, splitting the continent in three: Blue Valta, Red Valta, and Green Valta (Balth), with the burning see of Valta in the middle.

By the year 20 AD Demons have nearly conquered all of Valta, but then Loxians came from the northern continent to conquer the Blue Valta in 50 years and to form their empire. It is unknown, how they managed to do it in such little time, since demons are very fierce fighters. In the Red Valta, most of the surviving nations banded together under the flag of Ghervids, the strongest of tribes in Red Valta. Their fight against Demons, supported by Nim, Zanthia, Cranok and others, fearing the invasion of deamons, continued for 300 years. By the year 350 AD, the red Valta was free of demons. In Green Valta, Zanthians wore able to hold their ground against the invading demons, but locals, dissatisfied with Zanthian rule, formed the Balth company in 150 AD, and started fighting against both Zanthinans and demons. They used the Demon-Zanthian war to declare their independence and wore recognized by Zanthians as independent in February 16th, 218 AD. Zanthians then withdraw their forces from Valta. The Balths wore left to fight demons alone, and they are fighting to this day. Though there are rumors about seize-fires and even alliances, but just rumors...

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